blob: 6520e528bf49b5836bb0cad814fda664e9daea78 [file] [log] [blame]
// Copyright 2024 Google LLC.
// Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
#include "tools/fiddle/examples.h"
REG_FIDDLE(SkSL_EvaluatingNestedShaders, 128, 128, false, 5) {
// Create a linear gradient from white (left) to black (right)
sk_sp<SkShader> makeGradientShader() {
const char* sksl =
"half4 main(float2 coord) {"
" float t = coord.x / 128;"
" half4 white = half4(1);"
" half4 black = half4(0,0,0,1);"
" return mix(white, black, t);"
"}";
auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl));
return effect->makeShader(/*uniforms=*/ nullptr, /*children=*/ {});
}
void draw(SkCanvas* canvas) {
// Turn `image` into an SkShader:
sk_sp<SkShader> imageShader = image->makeShader(SkSamplingOptions(SkFilterMode::kLinear));
const char* sksl =
"uniform shader input_1;"
"uniform shader input_2;"
"half4 main(float2 coord) {"
" return input_1.eval(coord) * input_2.eval(coord);"
"}";
SkRuntimeEffect::ChildPtr children[] = { /*input_1=*/ imageShader,
/*input_2=*/ makeGradientShader() };
// Create SkShader from SkSL, then fill surface: // SK_FOLD_START
// Create an SkShader from our SkSL, with `children` bound to the inputs:
auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl));
sk_sp<SkShader> myShader = effect->makeShader(/*uniforms=*/ nullptr,
/*children=*/ children);
// Fill the surface with `myShader`:
SkPaint p;
p.setShader(myShader);
canvas->drawPaint(p);
// SK_FOLD_END
}
} // END FIDDLE